[2012-8-8]
The MineUp Height Mod, combined with GravityCraft, has now been Released for Minecraft 1.2.5! The features and capabilities of this mod are unbelievable!

Please read the New MineUp Intro/Summary in this OP Post which includes links to the Mod and it's Videos etc. MineUp is now listed in this OP along with all of the other Height Mods Minecraft has had and still has.

* Do yourself a favor and use one the methods listed at the top of this OP post to set up a separate MC 1.2.5 folder that you can install MineUp into now. You'll be glad you didn't wait.

[2012-7-11]GravityCraft for MC v1.2.5 is currently in closed Beta-Testing but is Soon to be Released!
It combines two different types of Height-Modding as well as Gravity Manipulation and even block reorientation! It is absolutely crazy and it works!!

The new GravityCraft is the culmination of the combined Genius of Ivorius and MineT3485. All of their prior work on the MineUp! and original GravityCraft Demo have been combined, updated and improved in every way imaginable to bring us all this Tour-d-force called 'GravityCraft + MineUp'!

Please follow this link to my in-depth post providing more information regarding it's features and history.

[2012-4-13]
I've posted an Intro to the support mod "CoordsInfoMod" [ HERE ].
It gives you a completely customizable version of the [F3] display, but with [F4] instead.
Once you try it you'll never go back! It's much better even than [Shift][F3].
Makes keeping track of your Elevation in Height Modded worlds and screenshots even easier.

[2012-3-3]
The first Test builds of the Open Source MCEdit with Anvil 256 compatibility are now available!!

It can't help you with having a different terrain height than Anvil, but it will convert your world and keep it playable! The newer version of MCEdit coming soon may be able to help with the terrain height issue though after you have converted your world to Anvil.

If the Dropbox link goes down you can also get it from the Back-up Mediafire link up above this News section.

[2012-2-15]Captain_Chaos has outdone himself again! On the same day as the first dev version of Minecraft is released including the new 256 high Anvil Format, the Famous WorldPainter Tool is updated to be compatible with this new World Format.

0.5.1 was the first compatible version but was quickly replaced by a bug-fixed 0.5.2. Just don't use the bedrock-walls feature yet as there is a problem using it that is being tracked down right now.

If and when the various non-standard height mods are updated for Minecraft 1.2 I will modify WorldPainter to allow non-standard heights for Minecraft 1.2 worlds, although I may wait until Minecraft 1.2 is released to avoid having to chase many mod updates.

[2012-2-14]Jeb has released a page of info detailing his new "Anvil" World Save Format for default Minecraft. This format will start being in Minecraft as of this Wednesday's 2012/2/15 12w07a weekly snapshot and thence forth in Minecraft v1.2. Minecraft will auto update your worlds but Jeb has also released the Converter and it's source-code on the info page already linked to.

This new World Save Format and relevant game code add many mod-friendly features and capabilities to Vanilla Minecraft. The Most important of which is that Minecraft is finally leaving behind the old rickety Linear Chunks method and instead adopting a limited height (256) version of the 3D Chunks methodology! This will allow 256 High world games to possibly be faster even than the original 128 Linear Chunk worlds were. It's been tested in SMP and Jeb reports it to be solid.

[Edit] Nocte has found that it is only Semi-Cubic. [/Edit]

Jeb is also adding another of Robinton's ideas into Anvil, native support for 4096 BlockID's! He also gave a shout out to Robinton and his Mod thread at the end of his post, the clear inspiration and demonstration of these features being implemented in Minecraft.

Robinton's Cubic Chunks Mod is still needed, offering far greater Height + Depth than Anvil, as well as more Terrain options. So please encourage Robinton to keep up the good fight!

+++ See My Full Statement Regarding This Update [ Here ] and another copy in Robinton's thread [ HERE ].

* Nocte reports that old world saves become about 10% smaller once converted with Anvil!

* If you use the Windows OS; Easily run different versions of Minecraft, or different Mod combinations, in separate folders with no swapping! Just use a separate short-cut link for each one. This [ Video ] shows how. And this [ Post ] shows a text example.

-- This is a great way to have a separate folder install of Minecraft just for your Higher Worlds! I am doing this with different versions of the Cubic Chunks Height Mod for testing and it works perfectly!

** Warning about using MCPatcher if using alternate .minecraft locations.

MCPatcher currently automatically operates on the .minecraft folder that is in the default location, regardless of what folder you put MCPatcher into.
- This means that people, like me, who use multiple .minecraft folders in another location cannot directly use MCPatcher in alternate locations. I had to do my test in my default folder...

* If you need to use MCPatcher;

I would recommend never using the default .minecraft folder location for any actual gaming, only use your custom folders for that.

Use a version of MCPatcher, like 2.2.1, that supports Profiles from it's menu so that you can set up all the profiles you want in advance, speeding things up a lot and reducing mistakes.

Copy a clean copy of the minecraft.jar for whichever version of minecraft you are planning to patch into the default bin folder.

Patch that jar appropriately then copy it into the bin folder of the actual alternate .minecraft folder you wish to use it in.

I keep specially named copies of every patched minecraft.jar file I patch. Then I can just copy the one I want and rename it to minecraft.jar!

[EDIT]

I was given the following information as a potential solution, it will have to be tested in a .bat file:

There is a command-line option for specifying the minecraft directory, but it's been a while so I can't guarantee that it still works. Just add -mcdir on the command line:

java -jar mcpatcher-2.2.1.jar -mcdir "C:\my\other\minecraft\dir"

MCNostalgia has been completely updated all the way through the 1.9pre1 version of minecraft. This means that anyone can downgrade their current version of Minecraft back to v1.7.3 or 1.8.1 or most any other version they desire. It has instructions for Windows, Mac and Linux. The 7z utility can be found here._________________

Options

There are now 6 general purpose Mods you can use with Minecraft to allow the creation and use of worlds with different Heights (Height Mods). Each mod uses different sized and types of 'chunks' in order to accomplish this. A "Chunk" is the minimum number of world blocks that will be loaded into one memory unit at once. No smaller amount will be loaded.

3D Chunks tend to be Cubic clusters of blocks like (16x16x16 ) and can be managed with such great flexibility that you can have virtually Unlimited Height with little to no performance impact, just like how playing in a world with a horizontal/flat size of 20000x20000 blocks and 128 height poses no significant performance impact compared to one that's 1000x1000 blocks and 128 high.

LinearChunks tend to be vertical columns of blocks like (16x128x16) where, in the case of Minecraft, the vertical size can be multiples or divisions of 128 where each one starts at the bottom of a map and ends at the top of the map. ( 32, 64, 128, 256, 512, 1024, 2048, 4096). Normal "Vanilla" Minecraft used 128 tall Linear Chunks before the Anvil update changed Minecraft to use Linear-stacked Quasi-Cubic Chunks. It has been commonly found that 256 tall linear chunks are the tallest "playable" size, even then they are slower than a 3D Chunks world many thousands of blocks high. Each time a linear Chunk is doubled it increases the memory and cpu usage. * Using linear chunks smaller than 128 might speed up the game a little for slower computers (Awaiting reports).

StackedDIMensions: This unique Height Modification method can "stack" more than one World on top of each other in-game so that the multiple worlds/Dimensions will look and act in-game as if they are all part of one seamless world. Despite this, each DIMension or 'Layer' can still exist in a separate manageable DIM folder or as the main world in a World Save folder Region folder. It has been shown that this method can work quite well when done right. It also allows for the possibility of swapping the contents of Layers (DIM folders) with the worlds in different world saves. Each 'Layer' could be individually edited and modified by 3rd party tools so long as those layers are of a size those tools are compatible with.

** You will Corrupt a World made for a specific Height if you enter it using normal Minecraft or the wrong Size mod version - Back up your World Save and ".minecraft" folder first!**

MineUp is a very unique and facinating type of Height Mod. It's main method of gaining more Vertical space is to Stack traditional Worlds and Dimensions (DIM folders), called "Layers" in MineUp, on top of each other and make them act and look like they are all part of one connected world. It works surprisingly well!

Starting with MC 1.2.5 MineUp now uses Anvil worlds for stacking and even allows you to change the Height of these Layers themselves! (Although you might want to leave the Layers the default 256 height for now to retain compatibility with 3rd party World Editors.) MineUp is now an Anvil Height Mod within a Stacked Height Mod.

Another unique and really cool feature in MineUp is the Custom World Generation menus available in Minecraft once you have installed it (Now Graphical since MC 1.2.5). When creating a new world you are able to decide how many Layers you want it to have AND what kind of world each layer will be. You have several choices for each layer and it's position, currently with options like ones that will make a layer into a normal 'Overworld', or an 'Empty' layer that could be used to make the sky higher, a 'Skylands' layer (Yes it is exactly what you think it is ), an 'Underground' layer that can be used to make the ground deeper (ores and features from normal world y=5 to y=30), and a 'Nether' layer (Yes, you can finally have the Nether in your normal world!).

* You will still have Portal access to a physically separate "Fast Travel" world ( 8 to 1 ) but now you can decide what kind of world it will be too.

The Next Incredibly unique and exceptional Layer feature blows my mind.. You can make a layer into an Upside-Down World!! And starting with MC 1.2.5 you can even have an Upside-Down Nether! That's right, both the blocks in that layer as well as the gravity will be upside down, this affects Entities and everything. Depending on how you set up the layers you can literally dig down from the surface of your world all the way to the opposite side of the world! Your Gravity will flip when you mine through the layer boundary.

Starting with MC 1.2.5 MineUp has been merged with Ivorius's famous GravityCraft code, adding various player accessible Gravity Manipulation tools and Recipes that when combined with the wild worlds you can put together and upside down gravity zones will allow you to better navigate and master your environment. Ivorius has extended and improved almost every feature and capability of both MineUp and GravityCraft and merged them into one code base, all of it now fully Anvil compatibile.

** You don't want to directly enter an old world after installing MineUp, but you can set up a new world structure with the layers you want then afterwards delete the files for a specific layer and replace them with the files from another world, even one of your older anvil worlds or a downloaded one. Ivorius is considering extending the built-in options for dealing with such things in future versions.

+ Ivorius has also given us the gift of an API that will allow modders to tap into the Gravity and Layer manipulation abilities of this mod; you can create custom World layers and Gravity affects and zones that extend this mods abilities even further and allow custom integration of other mods with these unique environments! The API itself is heavily commented allowing you to dive in and learn what you can do with it.

All-in-all, the possible experiences and adventures that can be had with this Mod are virtually unlimited, and with the API for this mod the options for customizing it and adding new types of Dimensions/Layers will only get better yet. Go to the new Thread dedicated to the merged 'GravityCraft + MineUp' mod to find out more as well as see pictures and videos of what you can expect and to receive support for it's use. This mod requires a ModLoader to be installed first.

* Do yourself a favor and use one the methods listed at the top of this OP post to set up a separate MC 1.2.5 folder that you can install MineUp into now. You'll be glad you didn't wait.

MineUp was original conceived and created by MineT3485 back in the days of MC b1.8.1. He pioneered the Stacking Height method as well as the Upside-Down World and Gravity Layer concept. He even included an extra Gravity manipulation feature for users to play with in a separate version of MineUp also for b1.8.1. If you hit an Enitity with a snowball it would change the gravity for that entity leading to some funny situations.

After seeing all the Gravity Manipulation successfully implemented in MineUp I introduced Ivorius to MineT3485 to see if they could work together on a Gravity API since they both had complementary Minecraft Gravity Manipulation experience and code. Ivorius was well known at that time for several great mods, and pertaining to gravity his MC b1.8.1 GravityCraft Demo which allowed for fine-tuned player manipulation of Gravity within a game.

After MineT3485 left Minecraft Modding in order to persue new Real-life opportunities, he eventually handed the source code and permission to continue it over to Ivorius who had previously agreed to combine his GravityCraft code with MineUp to make both even better.

* Since then Ivorius has poured an incredible amount of time, work, creativity and genius into taking both MineUp and GravityCraft to the next level and into updating it for Anvil (which wasn't a small feat). He has extended the number of layers that can be stacked to almost limitless and even created an Anvil Height Mod as just a part of the new MineUp. He has extended and improved almost every feature of both MineUp and GravityCraft and forged them into one code base. He plans to continue supporting and further updating this Merged Mod.

The Spoutcraft Client/Launcher allows for Linear Chunk Higher Worlds for SSP Single Player and also auto-adjusts to whatever height a bukkit server with the SpoutPlugin is set to for SMP. It supports the following Heights: ( 64, 128, 256,512,1024, 2048 ) configurable in the [Create World] Menu. Sealevel is set to half the height of the World, and the Terrain generates up to as high as the size of the world.

It is my understanding that even a Vanilla Minecraft client can connect to and play in a Higher World Server hosted with bukkit + SpoutPlugin, though it wouldn't have all the other benefits of the Spoutcraft launcher/client. It is the goal of the Spout Team to eventually convert to using the 3D Chunks method instead of the Linear Chunks method, which would allow for almost unlimited Vertical space like the Cubic Chunks Height Mod. Robinton and Nocte are in contact with the Spout Team.

Spoutcraft is not just a general purpose Height Mod, the Height capabilities are just one of it's newer standard features. It is both a Minecraft Launcher and Client that adds many improvements over the Vanilla Minecraft Client including Optifine-like improvements and features/options and more. And when logged into a Spout or bukkit server with SpoutPlugin it offers even more in-game benefits. More research is being done regarding Spoutcraft's Higher World features. Thanks go to bflipped for all of the initial Spoutcraft research and Info as well as the following video:

This uses 3D Chunks (16x16x16) and, as of version 1.4.4, allows a total vertical size of 65504 blocks! (-32752 to +32752) with smoother performance then 256 level Linear Chunks. Levels 0-128 are lined up with the same levels as a normal MC map. It works very well in SSP Single-Player and the SMP Server mod is available for early testing. Higher custom terrain generation for it is being worked on and is now available, including inclusion of the BiomeTerrainMod code and conversion of WorldEdit. It will change the Bedrock of a map into normal stone, allowing you to keep on digging. It works very well but is still being updated, optimized and developed. The Cubic Chunks Mod will start to auto-convert any Vanilla world you open with it, chunk by chunk, causing some fps drop until all chunks encountered are converted. Or you can use Robinton's converter described below to get it all done at one time:

* The author has made a separate World Save Converter - You are able to change a Cubic world back into a normal Vanilla one, or pre-convert your Vanilla world into a Cubic world faster! And convert ymod worlds too!

* The Creators of MCEdit, WorldEdit and WorldPainter are keeping an eye on the Cubic Chunks Mod and might add support for it! Let them know you want it! * PhoenixTerrainMod Functionality is being added to the Cubic Chunks mod!!!

* Get the newest GUI-Client and Config-Server mods for the functionality listed below. [2011-12-13]

Create and play in a World with any of the following heights: ( 32,64, 128, 256,512,1024, 2048 ), including a vanilla 128 world, using one mod. It's Terrain will be proportionate to the Height but both the Terrain mid and max points and the Water level can be customized during World Creation in the "More Options" Menu of the GUI-Client (SSP mode) just like the overall World Height. The same thing can be done in a Config file when using the Config-Server mod. The Height of each World is kept in a txt file inside of each World's Save folder, so each World is self-contained. + There is now a Forge compatibility patch for the GUI-Client as well as a Caves and Ores patch for both the Client and Server.

** Using the GUI-Client (Currently labeled "Gui") you can connect to a server that uses this mod's Config-Server and automatically play in it's World of any Height! You won't need to use a different version of the mod for different heights or even tell the client what the server's World Height is, it will figure it out automatically. ++ A bukkit version of this mod's SMP server is being developed next.

A straightforward Height Mod for both Single Player and Multi-player SMP. This Mod purposely supports 256 High Worlds only in order to balance increased height and system performance due to limits of the Linear Chunks method. There are Vanilla and Forge compatible versions of this Mod. This Mod IS Optifine compatible if special instructions are followed. The Ocean level can be set to y = 64, 96 or 128. The Terrain Height will always be able to go up to 256 high and cannot be adjusted.

This Mod apparently can use 256 High Worlds made with fishtaco's HeightMod, but there are issues you will need to be aware of when doing this. bflipped has made the following Video detailing these issues. There are other videos and pics in the official MapHeight 256 thread.

** I HIGHLY Recommend only using ymod v 0.1.5, which needs to be used with Minecraft beta 1.2_02 . This version's World/Map files are supported by both MCEdit and the Cubic Chunks World Save Converter.

This uses linear vertical chunks like normal Minecraft does but can give you a height up to 1024 blocks if you wish, technically you can set it to ANY height but other heights have not been tested. The last version made only works with Minecraft version beta 1.3_01 and the prior version works with beta 1.2_02, but it is possible that it might be updated in the future. There are instructions below for how to set this up as well as how to roll back your Minecraft to that version.

* ymod map/world save folders can Now be converted into Cubic Chunks Worlds and played with the CurrentMinecraft modded with the Cubic Chunks Height mod! Thanks to a Save File Converter written by the creator of the Cubic Chunks mod, Robinton!

This mod requires only one install to use different height worlds; it includes a GUI that lets you choose the height of each world you create: ( 32,64, 128, 256,512,1024, 2048 ). This mod will automatically work with it's world saves of any supported Height including Vanilla 128 worlds. The client saves the height data directly to the World Save folder, so each world is self-contained. The Terrain and Water level is changed by the World height chosen when creating a world, so you can have taller terrain.

* notch has fixed the sky-box lighting method for beta 1.8 so that all of the chunks no longer need to update because of sunlight changes. That clears at least one more obstacle from the path of an official height increase! At least regarding lag.

Robinton's list of everything included in this version: [Click to read]

This version includes: lighting fixes for Redstone Repeaters and Paintings, NoteBlock playing fixes, lag fixes (especially effective on Creative, for some reason), Cubic Nether, and a debug key on F6 that kills all entities except players, paintings, minecarts, and boats. It will kill all mobs, including wolves, and dropped items. I left it in because pressing it (and therefore killing most entities) often increases my FPS by 10 or so.

Server - SMP Multi-Player - ** EXPERIMENTAL, USE AT OWN RISK!!!! ** - Please Report bugs to Here.
* Do NOT install Modloader or ML-SMP for the Server, and do NOT delete the Meta-Inf folder after adding the server mod. After that Set it up like a Vanilla server. If having the usual port-forwarding problems that many have with Minecraft servers of every kind; Hamachi tunneling can be used, instructions are at the same link in the last sentence. ** A bukkit version will be worked on at a later date.

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

* This is very old and does not generate terrain over 128. Very soon though there will be a Patch you can add to the minecraft.jar file after Cubic Chunks has been installed that will finally give you some PTM terrain control going way over 128! Even then it will still be worked on and made better, but at least it will finally work.

2) Back-up your ".minecraft" folder, including all of the worlds/maps in it's "saves" folder as well as any other world/map folders you may wish to use or test with Cubic Chunks.

* The Cubic Chunks Mod is not yet compatible with the Optifine/Optifog or Opti-anything Mod/s. Do not install them. Also; the Lag-Spike of Death Mod is already in the CC Mod, so no need to install it.

3) Before CC v1.5.1 Modloader was required to be installed before Cubic Chunks. Starting with v1.5.1 Modloader is no longer required but it is highly recommended. If any iCubePopulator mods are to be used with CC then Modloader will be needed. Also; starting with v1.5.1 CC is now Forge Compatible. If using Forge you must install Modloader first, then the appropriate version of Forge, then Cubic Chunks. [ Modloader -> Forge -> Cubic Chunks ]. * Experimental Test versions may have other requirements.

If installing Modloader then please do the following:

Risugami's ModLoader Mod Manager must be installed into your minecraft.jar file in the bin folder within your .minecraft folder according to standard mod installation practices Before you install the Cubic Chunks Mod. (Always keep a copy of your original minecraft.jar file in a version labeled folder outside of the .minecraft folder.)

* UNLESS you are installing a Mod that already includes Modloader inside of it; in which case you would install the Mod that has Modloader already in it in the step where you would normally install Modloader by itself; then you would install Cubic Chunks after that. Yogbox Mod is an example of this exception.

- However; If you want the option of using HDTextures (Higher than 16x) then Run MCPatcher First, then use it to install Modloader (or another Mod already including Modloader) then Cubic Chunks, then the HDFonts and HDTextures patches (In that order - at one time). Other compatible mods should be added before the HD patches, and probably before the Cubic Chunks Mod, but after Modloader. - But Remember, even after doing this you will likely still need to make Java use more RAM if you want to use 128x or higher Texture Packs:

[ Go Here ] for a report and pics on using CC 1.5.3 Test 5 with MCPatcher 2.2.1. Works great! Instructions are still the same really except for adding Forge 1.1.1 and some things to look out for.

This is an example of how an Install including the following Mods would need to be done if you also want HDTextures to work with them. - But Remember, even after doing this you will likely still need to make Java use more RAM if you want to use 128x or higher Texture Packs:

Run the MCPatcher program per it's instructions then use the [ + ] button to add all of those mods to it's list, then use the arrow buttons to move the names in the list until they are in the following order in the mcpatcher window; HDTextures, in my experience, needs to be Last on the list, or at least after the Cubic Chunks Mod :

Make sure that there is a check-mark next to all of those and ONLY those in that list. When you hit install it will say that there is a conflict between Modloader and Cubic Chunks, that is ok (so long as Cubic Chunks is installed AFTER modloader like in that list).

Now when you go into your Cubic World (Back-up your Vanilla Minecraft world and ".minecraft" folder before doing any of this) you should be able to press the [ T ] key then type "/fly" without the quotes, then look up and push [ W ] and you will be flying to new heights in no time! And just follow the exact same instructions in order to toggle the flying off again.

* If you want to change the mods added, remove or add something, just run mcpatcher again and change the list accordingly. It will completely redo the patching so make sure to keep the check marks next to everything to want to still have installed.

** The wand in SPC may not work outside of 0-128, or anywhere perhaps, yet until WorldEdit becomes Cubic Chunks compatible.
-- WorldEditXT restores some wand functionality outside of 0-128.

4) Install the Cubic Chunks Mod into your minecraft.jar file in the bin folder within your .minecraft folder according to standard mod installation practices. (Always keep a copy of your original minecraft.jar file in a version labeled folder outside of the .minecraft folder.)

5) You can start a new world with Cubic Chunks, but know that the CC Terrain Generator still needs a lot of work. If you want to use an already made world then you can either start using it right away and the Cubic Chunks mod will auto-convert each chunk you come into contact with as you come into contact with it (This will slow down the game a lot while this is happening),

OR

You can convert the entire world/map at once before opening it with the game! Download and use Robinton's World Save File Converter per it's included instructions. It can also convert old ymod high maps into Cubic maps! Also; if you ever need to convert your map back into being a Vanilla Minecraft map 128 blocks high, this same converter can do that for you too! You would, of course, lose everything outside of levels 0-128 if you converted it back to a vanilla map. (Always back it up)

6) Once you are in a world, press the [F4] function key. If your Coordinates toggle on in the upper-left hand corner of your screen then you know that the Cubic Chunks Mod is installed! You are done. Build a Stack to over y = 128 and Enjoy!

Extras!

[Click to Open, Read and Download]

SandStone Conversion
If you find tons of SandStone deep underground, and want some sand instead, the mod below allows you to convert SandStone into 4 sand.

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

------------------------------------------------------------------------------------------------------------RMob Add-on
Add this patch after Cubic Chunks to add the Robinton's Mob Mod to Cubic Chunks! Robinton made this Mob AI "RMob" as a joke that would be similar to Herobrine and put differing versions of it into v1.44 and v1.45 of CC. Since v1.46 of CC the RMob is now given to the public as a separate add-on instead that they can choose to use and enjoy. It now has the following behavior:

He occasionally spawns when you're attacked, never attacks you, wanders around aimlessly killing hostile mobs, greatly resents being attacked (except with fire, for which he'll occasionally give you red apples), and vanishes as soon as you re-load the world.

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

------------------------------------------------------------------------------------------------------------RMob Remover
Adding this patch after Cubic Chunks v1.44 or 1.45 will remove the RMob "Robinton" AI character that sometimes appears.
* Future versions of the RMob will be in an Add-On file only, appear less frequently, be even more helpful with killing Creepers and other bad guys, and not interfere with beds/sleeping. [ Quote # 1 ] [ Quote # 2 ] v1.45 and up; R-Mob only on SSP. [ Quote # 3 ] v1.46 and up; RMob only in Add-On file and will help you when you are in danger. [ Quote # 4 ] [ Quote # 5 ]

------------------------------------------------------------------------------------------------------------Low Gravity y=>250
If you would like to have the experience of Low-Gravity in Minecraft, then you are in the right place!
The following patch, when added to your minecraft.jar file after the Cubic Chunks mod v 1.31 or higher, will cause gravity to be very low for all levels at y=250 or higher. - Robintonmade this patch per a request from Intense_Death. Enjoy!

v 1.0CC SpaceMod patch - For Cubic Chunks Mod 1.31 or Higher [ 2011-07-28 ] * I don't know the highest version it will work for.

* For further help or to report bugs or feature requests please go to the Cubic Chunks Thread to communicate with other users or the mods creator Robinton.
- If posting Bug Reports; please PM Robinton or Post the crash report and what you were doing at the time.

CoordsInfoMod is included with this mod, but you can ignore it if you want to. Press F4 to toggle it, or disable it completely by editing the included options.txt file.

* This mod should be compatible with most mods, so long as they don't modifyterrain generation or chunks.

This mod overwrites the following files in the following versions of Minecraft:

[Click to Read]

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

* I would recommend copying the SaveConverter.jar directly into your .minecraftsaves folder and running it from there. It makes using the file selector a lot easier and faster when the worlds are in the same folder as it. I would also add it's version number to it's filename.

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

v 1.5.4World Save File Converter [ 2011-12-11 ] - Fixes a bug that had made the SaveConverter ignore the options on the destination save.

v 1.5.2World Save File Converter [ 2011-10-27 ] - Only use this version or newer for CC 1.5.2 and later. Supports CC Extended BlockID's format. Supports converting to and from Minecraft Extended Height format worlds (Linear chunks) [Not completely tested yet]. * It will also auto-copy those 3 files at the end of conversion (Fully automatic).

v 1.4.0World Save File Converter [ 2011-08-17 ] - 1st version to use with the 64k High World Saves of CC 1.4.4 and higher.
v 1.3.1World Save File Converter [ 2011-08-02 ] - This can convert pre-v1.3.1 Large CC Save files to the New Small ones!
v 1.3.1 README1.X.txt - Click below to read contents

Step by step instructions:

1. Unzip the .zip file

2. Run the .jar file

3. If you can't see the two text boxes, resize (probably expand) the program's window.

4. Select the formats and file locations

5. Click Run

6. Wait for a while...

7. When it says "All chunks processed", copy the level.dat, level.dat_old, and session.lock files from your old world to your new world.

SaveConverter.jar only converts "region" and "dat" files and folders. Other files and folders do not need conversion, but must be copied over between directories.

When converting from YMod to other formats, Minecraft will say the world needs to be updated, then spend about 0 seconds updating. This is because it updates the level.dat file, but all other files have already been updated.

SaveConverter.jar has not been thoroughly tested for converting within a single directory. It has been more thoroughly tested for simultaneously converting and copying between directories.

KNOWN BUGS/PROBLEMS:

Recently converted YMod worlds may move quite slowly for the first several seconds, due to conversion and lighting updates.

Temporary lighting glitches may occur when truncating world height (CC to anything else, and YMod to shorter YMod or Vanilla).

SaveConverter.jar only converts "region" and "dat" files and folders. Other files and folders do not need conversion, but must be copied over between directories.

When converting from YMod to other formats, Minecraft will say the world needs to be updated, then spend about 0 seconds updating. This is because it updates the level.dat file, but all other files have already been updated.

SaveConverter.jar has not been thoroughly tested for converting within a single directory. It has been more thoroughly tested for simultaneously converting and copying between directories.

KNOWN BUGS/PROBLEMS:

Recently converted YMod worlds may move quite slowly for the first several seconds, due to conversion and lighting updates.

Temporary lighting glitches may occur when truncating world height (CC to anything else, and YMod to shorter YMod or Vanilla).

* Alterable-Sector-Size RegionFile Source Code [ 2011-07-28 ] - Source code for new small sector storage format that Cubic is about to start using for it's World Save Files. You can use this to help you make your own converter to/from Cubic and other types of storage formats or programs! This new format will decrease Cubic Worlds Save sizes by up to approx 70% from original Cubic sizes! Brought to you by Robinton and Nocte!

Click Below for - Walk-through SaveConverter Instructions

SaveConverter Instructions

Once you have done this the first time it will be easy afterwards. In fact it should get even easier in the future as I keep bugging Robinton to make it easier. It was originally a dos tool with no GUI until I kept harassing him.

+ Extract the downloaded zip file, don't just open it. The SaveConverter.jar, any .jar for that matter, must be it's own file in your Operating System just like your minecraft.jar is for Java to see it and be able to run it. It cannot run while inside of a compressed file.

* I'd recommend copying the SaveConverter.jar directly into your .minecraftsaves folder and running it from there. In fact that's what I do because it makes using the file selector a lot easier and faster when the worlds are in the same folder.

In the saveconverter window, when you've double-clicked (run) the file, the top of the two selectors is for the world you want to convert and the bottom one is for where to copy it to.

First, not using the saveconverter, I would create a new folder in your .minecraft saves folder and name it whatever you want the converted world folder to be named. Say the original world folder is named "World-1", you could called the converted one "World-1_CC64k" so that you can keep track of it.

[EDIT] Starting with v1.5.2 of this Converter; it automatically copies the following 3 files by itself at the right time. You don't do this yourself anymore. [/Edit]
Then manually copy three files from the original world folder into the new folder: "level.dat" and "level.dat_old" and "session.lock". Actually, the instructions say to copy the files after the conversion, it might be fine to copy them first though.

** Now run the SaveConverter.jar that you have already copied into the saves folder. If you are converting a Vanilla World into a Cubic World then:

Leave the top selector reading "Vanilla" but change the Bottom one to "CubicChunks", it's a drop down menu. Then click the little box on the right side of the top selector line. It will open a file dialog that will let you select the World folder that you want to convert, in this example that would be "World-1". Since you moved the converter into the save folder you should see all the world folders right away. Just click on the folder name "World-1" once to select it and then click the [Open] button at the bottom of the dialog. The dialog should close and now have the path to the folder you want to convert.

Now click on the little box on the right side of the lower selector. The same dialog will open again. Now select/click once the folder that you want to put the converted world into. In this case it would be "World-1_CC64k", then click the [Open] button at the bottom of the dialog. The dialog should close and now have the path to the folder you want to put the converted world into.

*** Now just click the [GO] button beneath the selectors and wait!

You will start to see it saying things about converting chunks line by line in the white lower part of the window. It will update the status every 1000 converted chunks. When it is done it will scroll the window down if it went that far and say something about it being Complete.

If you haven't moved those 3 files over yet then do it now and you are done!

+ Just make sure to not go into your Vanilla Worlds with Cubic Chunks installed unless you want them to start converting too. If that happens you can just use the converter as above but just reverse the order of the types in the left side boxes. "CubicChunks" in the top one and "Vanilla" in the bottom one.

** Always back-up all worlds and the .minecraft folder before installing the Cubic Chunks Mod and converting worlds.

With this World Converter you can Convert your World back and forth between any of the formats that it supports. Allowing you to try out the Cubic Chunks Mod, or even ymod, without commitment. You can just convert your world back to the Vanilla Format at any time! - See Warning @ ** below.

* It is Recommended that you use this converter to prepare any already existing Minecraft Worlds for use with Cubic Chunks. It will give you a smoother experience right away when you open and play in your world for the first time after installing the Cubic Chunks Mod. The converter gets the conversion done all at once, whereas leaving it for the mod to do it in-game will slow your fps everytime you approach more chunks that need conversion, even though it does still work.

** Please do understand; When converting from a format that supports a Higher (and/or Deeper) world to one that is missing either one of those, you WILL lose data in the conversion if there was any data in those higher or deeper spaces (until Level-Shifting is added). They all support the same < 0-128 > layers though so Vanilla Worlds are safe regardless!

Click below for a Visual Chart comparison of each Formats supported coordinates:

Here is a sideways chart of the Vertical differences in coordinates for the three types of maps converted. They all support the same < 0-128 > layers though so Vanilla Worlds are safe regardless!

* The two largest ymod formats that this converter supports (2048 and 4096) are not tested as stable for regular ymod use in-game. However; They are included for potential use in MCEdit World editing as MCEdit is compatible with these ymod world formats.

** Soon the Converter will support Vertical Level-Shifting when performing conversions. This will allow actions such as safely moving an entire Cubic World into a ymod World for MCEditing without losing any data at all! The Cubic coordinates (-2048 to +2048) could be shifted to ymod coordinates (0-4096) then back to normal Cubic coordinates once the MCEdit work is complete.

*** From CC v1.44 and up the worlds are now 64k vertically. This is too high to safely copy over to a ymod map without losing data outside of it's ranges. If you don't have anything outside of the ranges involved then it won't matter and you can still do it. Now Robinton will need to implement my suggestion of World Splice Saves for his Converter where a 1024 or so high slice can be safely copied out then back in again from any level. This would solve these problems.

Robinton has posted his current Cubic Chunks Terrain Generator Source Code, below, in hopes that others will help to improve it. * He has also added the iCubePopulator source code so you can affect the terrain and ores with your Mod! - He has other features to finish developing for Cubic Chunks and would greatly appreciate the assistance with the Custom Terrain Generator.

There is incredible potential for the kind of EPIC terrain that could be generated on the canvas of a World Map with a vertical space of 65504 levels! (-32k to +32).

I have a recommendation if R-T-B isn't up to the task of trying to merge the two mods.

The solution is rather obvious, but... just give the Source Code for the PTM Generator to Robinton. Phoenix Terrain Mod's Source hasn't been released, so no-one can tinker with it. He doesn't have to release the code, but he could give it to Robinton so HE could try and get the job done.

Oh, I agree completely. The source has been available via SVN since day 1 (or day 2, can't remember, back when people yelled at me for stealing code. ). It's public domain as far as me and Bucyruss are concerned.

I'm releasing a partial merge of CC and BiomeTerrain. Half of the custom generation (most of the populate code) is disabled until I get around to re-writing it. *sigh*
Custom ore deposits, etc. are definitely disabled, but custom lakes, custom sea level, custom terrain randomness, and custom biome size should definitely work.

NEW! [ 2011-09-25 ]kinnikinnick has written some great Instructions for how to access the new Terrain Generation variables for v1.5.2x3 Test version and explains some of the effects that you can get by changing each variable!

Robinton will be continuing to add more Terrain Generator Variables for customizing the terrain, so you may see more variables in the .ini file that are listed in kinn's instructions. Feel free to experiment with any new ones that appear, and be sure to report any cool terrain discoveries and how you achieved them!

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

v 1.5.2Generator source code [ 2011-09-24 ] - ( JAVA ) Newest bleeding edge Terrain Generation code - Now writes all Terrain Cubically instead of in arrays, and can go higher than 128!!
v 1.5-Generator source code [ 2011-08-23 ] - ( JAVA ) * Includes ICubePopulator source code so your Mods can affect terrain and ores, along with an example class that uses it. You are free to use that code in your Mods. It will allow you to affect terrain and ores and even plug-in your own terrain generator to a Cubic Chunks Installation.

[ Newest Version ] - This Link will take you to the Owners Download Link. (Might be newer than below)

* kinnikinnick has been tinkering with the Cubic Chunks and PTM Terrain Generation source code posted above and, with help from Nocte and Robinton, has recently had some Wild results and successfully generated some incredible Large terrain features! Click below for a couple examples! *** This Terrain Generation is NOT YET available. There is much testing and work to do yet.

** This is an old TEST version of a CC-PTM Terrain Generator! But it's the newest one we have atm.

It is limited to Terrain features 256 high, but it's a great start! In fact, the code does allow for higher terrain already but there is a bug in it which doesn't change the height when you change the height setting in the .ini file. It should be fixable.

Also; unfortunately this patch was compiled against Java 7, so it will only work with Java 7 until it can be recompiled.

You will have to use CC v1.42, a 4096 high version of Cubic Chunks, with this patch. But, any worlds you make with it will work fine with current and newer versions of Cubic Chunks.

Links to all of the Downloads you will need are at the post linked to above. Except for ModLoader.

WorldEdit XT [WIP] - This is a version of WorldEdit that is in the process of being converted by Ciduxek to work with the Cubic Chunks Mod at all elevations! Many features already work. The Work in Progess version can be downloaded and used right now. ( Change the filename of the WorldEditXT.jar to "WorldEdit.jar", SPC expects the filename to be the same as the normal one. ** Thanks to sk89q for allowing this conversion!!! Robinton's World Save Converter - This can convert Cubic Chunks worlds to and from both Normal minecraft and ymod 0.1.5 Worlds.

MCEdit [Indirectly] - It cannot yet directly edit Cubic Worlds, However; you can use Robinton's World Save Converter to temporarily change your Cubic world into a ymod world then edit it like that, and when done you would then convert the world back into a Cubic world. - WARNING: Please read the warning about doing this listed in the World Converter's section.

* The following Mods have been shown to work with the Cubic Chunks Mod without known install conflict, at least as long as Cubic is installed after them, but there is no guarantee that every feature will work or work properly at this time. - Politely speak with the author of those mods about becoming compatible with the Cubic Chunks Mod if you do find any problems. *

Lag Spike of Death (fix) - This is already built-in to the Cubic Chunks Mod thanks to sp614x, thank you!!! - Optifine and other Opti's are NOT yet compatible, do NOT install them yet.

Simply Hax Mods - (For Testing) SSP + SMP (Fly and Vision only)! It is a FLY Mod and a DeathInventory and Vision Mod. So long as ModLoader is installed you just drop the .zip file you download from it's thread into the "mods" folder in your ".minecraft" folder. No matter how your .jar file is modified this Mod will still work. The SPC /fly and the HAX fly will even work at the same time! - I much prefer the HAX Fly controls. The HAX Ascend and Descend are Much faster than SPC, so much faster that Cubic Chunks makes it stutter from time to time when it has to catch up.

* If you don't want all of it's mods, then just open it's .zip in the same way as the minecraft.jar and delete the "mod_" classes in it that you don't want. Each class is clearly labeled so you'll know which mod they are.

Single Player Commands (SPC) - /fly command definitely works! And swapping the worldedit.jar with the new one from the above listed WorldEdit XT project will give some of your wand functionality back at new elevations!

Zeppelin ( v0.10 + Higher ) - Now has a changeable Configuration line in it's "mod_Zeppelin.cfg" file that you can change from y= 128 to as high as you wish! I think 32752 should be the highest number to put in for CC. I've tested it and it works great with CC above 128 and the author says it can go below y=0 without any changes, so you can fly down that shaft to the core. +Click Below for More Instructions and Screenshot:

1. Have a Cubic Chunks modified Minecraft per normal Install directions. Includes Installing ModLoader first.2. Find your ".minecraft" folder per these instructions or others in the Tutorial sub-forum.3. Find the "mods" folder directly inside of the ".minecraft" folder. If there isn't one then make one.4. Download the newest Zeppelin Mod, it must be at least v0.10.5. Place the entire Downloaded "mod_Zeppelin-client-1.7.3.0.10.zip" file directly into the "mods" folder.6. The Zeppelin Mod is now installed and working! But it will only go as high as y=128 right now. Do the next steps to raise it's height:

7. Run the Minecraft Launcher and log in, then close it. This will have caused the "mod_Zeppelin.cfg" file to be created.8. Find the "config" folder directly inside of the ".minecraft" folder. Then find the "mod_Zeppelin.cfg" file inside of the "config" folder.9. Open the "mod_Zeppelin.cfg" file with any text editor, perhaps by dragging the file on top of the text editor icon or through an Open menu in the text editor.10. Find the following line inside of the file: "zeppelin.y_limit=128". v0.10 has it at the very end of the file.11. Change the "128" to "32752" or less. Or higher if the CC limit has gone higher than 64k when you read this. 12. Save the file like any normal text file, so long as it's name remains "mod_Zeppelin.cfg".13. Done. You are now able to fly to the Top and the Bottom most limits of your Cubic World!

Industrial Craft (IC) - Since Cubic Chunks Client version 1.42 and up you can use it with IC! But they both must be installed in a certain way. Click the spoiler below for the Instructions:
* Also (An IC-CubicOreGenerator Add-On has been made for CC that should complete the compatibility)
Thanks to Alblaka for supplying the ICOreGen code and to Robinton for making the Add-on!

I don't think I ever got around to mentioning it, but for a version or two now, I've included the IC "World.java" "ModSaver" hook along with a dummy "ModSaver" class. If you're runing CC and IC, install IC first, then install CC, but don't include "ModSaver.class" from CC!

Yogbox - Per my old post further down this thread, when I tested the Core and Full 1.7.3 beta 6 version of Yogbox with the old 1.28 version of the Cubic Chunks Mod I was able to get it to install and run without crashing or any immediate problems. However; there are so many mods wrapped up in the Yogbox install that I would expect something to either not work or not work at elevations outside of (0-128). - You would need to speak to the authors of the individual mods not working about please adding Cubic Chunks Mod support. - Please read the entire post I made regarding my Install experience with this before attempting it yourself. I cannot help regarding this mod any further than that. Good luck!

* Each of these Worlds Requires that either the Cubic Chunks Mod or the ymod Mod be installed in order for them to work (Each World will say which one).
** They may also come with textures or HD textures that need to be used in order for the Worlds to look the way they are meant to appear. - If so and it's Cubic then follow the instructions above for installing the Cubic Chunks Mod with the HD patcher.

This is the Little Big Planet map below converted into Cubic Chunks format and upgraded to minecraft beta 1.7.3 textures & support mods. Many ongoing upgrades and additions are now planned. Want to be a member of the team?

*** It seems like "3D chunks", 16x16x16 for instance, might be the future. Here are some fantastic threads from a while ago going into great detail about exactly how that could be implemented and actually make the game faster!:READ THESE! (Thanks to Nocte for finding most of these links!)

Minecraft Revamped: This is a HUGE project that changes many things about Minecraft, one of them is the height. The current goal is to use 32x32x32 chunks. This project seems to have temporarily stopped but it's one to keep an eye on for when the Minecraft Source Code opens up to modders.

------

3D Chunks for Minecraft 1.7.3 !!

Cubic Chunks: This is a current Minecraft Mod that uses 3D Chunks (16x16x16) and allows a total vertical size of 65504 blocks! (-32752 to +32752 with levels 0-128 lined up with the same levels as a normal MC map). It is compatible with the 1.7.3 version of Minecraft. It works but is still being updated, optimized and developed. Go here to find out more about it.

You can find the critical Minecraft folder, ".minecraft", at the following address on your C: Drive (Your main Hard drive where your Operating System [Windows] is at):

C:\Documents and Settings\YourUserName\Application Data\

The folder within it that you would want to copy/back-up will be named ".minecraft" without the quotes but with the dot/period .

Windows Vista & 7

You can generally find the critical Minecraft folder, ".minecraft", at the following address on your C: Drive (Your main Hard drive where your Operating System [Windows] is at):

C:\Users\YourUserName\AppData\Roaming\

The folder within it that you would want to copy/back-up will be named ".minecraft" without the quotes but with the dot/period .

If it isn't there then you can follow these directions to find it:

Open any folder/directory in Windows Explorer, then type "%appdata%" in it's address bar (without the quotes) then press the [ENTER] key.
The ".minecraft" folder (without the quotes) should appear in the window along with other folders.
You can then go into that folder from there or archive with whichever software you choose.

or

Windows 7:

Open the [Start] menu
Type "%appdata%" in the search bar at the bottom of the menu (without quotes) then press the [Enter] key.

It replaces the hardcoded maximum height of 128 by 256, 512 or 1024 (and possibly even bigger values but those I've not tested). Every maximum height value has 5 save directories of its own, so you don't accidentally use a save with an incompatible height. Optionally, the terrain generated by Minecraft is stretched up to get bigger mountains/hills/other stretched.

- What does this mod NOT do?

This mod does NOT convert old saves into the new format, but that's planned for the next version!
Multiplayer will NOT work in this version.
The Nether is untested but might work. Then again, it might not!
This mod also doesn't fundamentally change the way the terrain is generated, so you won't get nice looking vast mountains, just terrain scaled up into the air; be prepared for steep mountainsides! The stretching can lead to very weird things like flooded worlds and impossible mountains, so if you don't like it, turn it off and build your own mountains.

- Installation instructions:

Put the .class files in the zipfile into minecraft.jar, and delete the META-INF folder in the jar (as usual). Optionally, place scalePercentages.txt into the root of the .minecraft folder. See below for lots more info on what goes into this file.

Start minecraft, singleplayer and you'll see an empty directory with the new maximum height above it.

IF YOU STOP READING HERE, YOU'LL GET A MINECRAFT WITH A NORMAL WORLD, BUT A
HEIGHT LIMIT OF 512. THE CLOUDS WILL BE GONE, BECAUSE THEY'RE TOO HIGH UP...

Before starting the modded Minecraft, you can set the environment variable YLIMIT_EXTRA_BITS (on Windows XP this can be done via My Computer -> Properties -> Advanced -> Environment Variables, I don't know how works for other OSes, sorry!). The value of this variable should be a single digit from 0 to 9, and it controls how many times the old limit is multiplied by 2. Here's a table:

If you don't set the value it defaults to 2, for a maximum height of 512. For netbooks I recommend the value 1, while those with powerful computers and lots of patience can try 3. There's not much point in using 0 as that will not change anything, except for changing the savefile format in an incompatible way.

- New savefile location and format

Instead of world save folders World1 to World5, each maximum height get it's own 5 save folders, called World_128_1 to World_128_5, World_256_1 to World_256_5 and so on. This is done to make sure you only load and save worlds with the right height maximum. Be aware that this will confuse tools like InvEdit, so that you might have to rename these folders back and forth manually in order to use these tools. Map viewing and editing tools most likely will not work, since the save file format is changed!

- Stretching and the file scalePercentages.txt

In order to get some interesting to stuff to look at, I've implemented something called stretching, which enlarges the output of minecraft's terrain generator. Minecraft tends to generate a world full of dirt, stone and ores up to height 64, after which hills, trees and air tend to take over until 128. This mod offers two ways to make the generated world fill more of the new size: either the below-sea level stuff is enlarged, or the above-sea part is. (Both at the same time is also possible, but not in this version). Per 16x16 chunk you can give a number that determines how the stretching happens: -100 means the below-sea is stretched as far as it can while keeping the over-sea the same size, 0 means both stay the same size and +100 means the below-sea stays the same, while the over-sea gets stretched all the way. Numbers in between do something in between.

This sounds pretty complicated so here's an example. Let's say the maximum height is 512. If you did nothing, you'd have 512-64 = 448 blocks above sealevel. The terrain coming from minecraft only goes up to (about) 128 so you'd have 384 levels of totally empty space. Fine for builders, not fine for people who want bigger mountains. If we stretch the over-sea as far as it can go (which is by a factor of 448/64 = 7) we get mountains which potentially can go to 512, but every little bump becomes a 7-high wall. So if you scale 50% the factor is midway between 1x (doing nothing) and 7x (all the way) for a factor of 4 - that means the top of the generated blocks go to 64 + 64 * 4 = 320. (The first 64 is for the unchanged under-sea). 25% would mean scaling by 2.5 and 75% is 5.5 and so on.

Now, if you'd like the surface to stay more-or-less unchanged, you can also apply this to the under-sea level blocks. This tends to give a deeper world, where the surface is as normal, but the caves are bigger. (Note however, that ore distribution does not change, diamonds will still be just near the bottom).

A few values in a table, showing the effect of varying stretch %-ages for different maximum heights:

All this is controlled via a file scalePercentage.txt which should be in the root of the .minecraft folder. Lines starting with # and blank lines are ignored while lines containing numbers are interpreted as stretching percentages. To get more varied terrain, you can give rectangular grids of numbers which are smoothed a bit (to prevent super-steep walls) and applied repeating in the N-S and E-W directions. But if you put just one number, that's always applied to every chunk, and if the file is missing, nothing happens - no stretching is done.

Here's a couple of sample files:

This makes everything above sea level fill half the available space:

#START
50
#END

This makes everything under sea level fill half the available space:

#START
-50
#END

This one makes most of the world act normally, except every 8 chunks (that's 128 blocks) where there's a huge mountain. Replacing -50 by +50 enlarges the over-sea features so if there's a sea there, you won't see much.

Feel free to experiment, but be aware that this part of the mod will probably change a lot in later versions...
I have tried a bit to prevent water getting too high up and flooding the rest of the world, but I'm not 100% sure got it working perfectly. Be ready for surprises!

- New savefile format

(this section is *very* technical and mainly of interest to tool makers).

I've made the following changes to the format:

* In the level.dat file, an extra Integer field called YLimit is added, with the maximum height (256/512/etc) as its value. This is mainly there so you know how big the arrays in the chunks are going to be.

* In the per-chunk file, the following fields get enlarged by an appropriate amount: Blocks, Data, SkyLight and BlockLight. The format here stays the same, so you get a sequence of bytes/nibbles with fixed x and z, and y runs from 0 to the heightlimit in each.

* The field HeightMap is saved using a new NBT type, called NBTTagIntArray. It's code is 11, but otherwise it is analogous to the bytearray type (so first the length, and then the bytes, written out using Java's writeInt method).

If this is in anyway relevant to you, you might also be interested in the patch diff (also in the zipfile and called ylimit.patch), there you can find the gory details.

ymod 0.1.5 Release Text - [For Minecraft beta 1.2_02]

v0.1.5 is an Intermediate bug fix release, this removes the stretching, fixes the lighting problem and makes a special chunk appear at (0,0).

ymod 0.1.9 Readme text - [For Minecraft beta 1.3_01]

[Click to open and Read]

Installation: put the class files in the zip into minecraft.jar and remove the META-INF folder. Pay attention to the net/client/minecraft/Minecraft.class file, this needs to be replaced in the proper location!

This will currently require you to set up either a beta 1.3_01 or a beta 1.2_02 version of Minecraft (discussed below), and install the "ymod" mod (Step #3) onto it.

** I HIGHLY Recommend only using ymod v 0.1.5, which needs to be used with Minecraft beta 1.2_02 . This versions World/Map files are supported by both MCEdit and the Cubic Chunks World Save File Converter.

* If you don't wish to permanently roll back your main install of Minecraft to an older version then you can instead do one of these following things:

[Click to Open and Read]

a) Archive (copy or zip up) your ".minecraft" folder & world saves, set up the beta 1.3_01 or 1.2_02 MC with ymod, then archive it and swap between the two archives when you feel like using the other version & worlds (Re-Archive anything that changes before copying over it with the other version). I recommend using the free and open source 7zip archiving software (It has convenient [Right-Click] context menus). 7zip has a Windows GUI and Linux command line version.
* Goto: How to find your ".Minecraft" folder

or

b) Set up the beta 1.3_01 or 1.2_02 version of Minecraft with ymod onto a separate Operating System (OS) on either a separate partition or onto a Virtual Machine (VM). This can be done without cost if you set it up on Linux or have an unused Minecraft compatible copy of windows laying around. You can also set up a VM for free using various software options, one great way is to use the Free VMWare Player. Don't let the name fool you, version 3.0.1 & up will also create VMs not just run them.
* If you are doing this with one Minecraft account then so long as you are only running one copy of it at a time you should be within your license rights. If each install is using a different account then it doesn't matter if both are running at the same time.
** If you do this then please remember to always have at least a software Firewall running at all times when connected to a network (ie internet) even on a VM, the default Windows firewall is not something I would ever depend on. A really good one that doesn't nag for paid upgrades is the Free PC Tools Firewall Plus.

* Preparing Minecraft and Installing ymodThis is a basic set of instructions, I can't help any further than this at this time:

2) Use MCNostalgia to roll back your version of Minecraft to either beta 1.3_01 or beta 1.2_02, or if you have one of those versions backed up then put it back into your ".minecraft" folder.

3) Install ymod per standard Mod Installation practices -- [Pics] -- [Readme texts]; then create a new world or use a ymod map that someone else has made available for Download, such as the v3 Little Big World ymod world listed here.

Figure out how to transfer your work into a ymod world or turn your current map into one etc. Read through and post in the ymod thread. Just know that the creator of ymod is not known to read or answer there anymore. After reading all of the info and posts in that original thread if you still haven't found an answer to your needs then feel free to post questions both there and here too in case another person with ymod experience sees it and can help.

ymod gives a default 512 height limit but it also allows you to set it higher if you wish (1024), or lower (256). In fact; you can set it far higher even but it hasn't been tested for stability at anything higher than 1024.

* Be certain of how high you want to make any particular map though because I don't think a map height can be changed by ymod once the map is created. [EDIT] You can now use Robinton's World Save Converter to convert a ymod world from one of the three main sizes to another ymod world of one of those other sizes. [/EDIT] You can make as many worlds as you want though and each one can be a different height. - ymod organizes world folders into subfolders organized by world size.

ymod does not use "3D Chunks"; It still uses vertical chunks that are as tall as the world, but it works.

Here is a picture from the " ModernCraft City / Little Big Planet " Height Extended World. This is in it's home thread but there are also MANY more pictures posted there than this! This is just to give you an idea of what is possible when using a Height Mod.

[2012-2-12]Two more Higher World Solutions have been added to this OP!
Read about them here: [ Spoutcraft ] and [ MapHeight 256 ]

Also; The Report on jeb's Increase of Minecrafts Default Height has been updated with more info regarding his "New World Format".

[2012-2-09]
More info, tweets and screenshot added to the original [ Report Post #316, or in separate thread ] about Jebs new Extended Height for Minecraft.

A volunteer group Server is testing Jebs new code and Height. Jeb says it's going well. Jebs makes interesting reference to the "New World Format". Is this just the usual format extended to 256 like before or a completely new format?

[2012-2-07]
A follow up to the Jan 5th News post below:

Jeb has just announced that he likely IS going to Increase the Default Minecraft World Height, and SOON!

[ Go Here ] for my complete writeup on what is currently known about this Height Increase, including Jeb's original tweets/links and screenshot.

[2012-1-05]
Jeb is experimenting with greater height in Minecraft worlds. Not much info available now but he is doing performance testing. It's probably safe to assume his tests are with the current Minecraft Linear Chunks method.

[2011-11-09]
[ Go Here ] for a report and pics on using CC 1.5.3 Test 5 with MCPatcher 2.2.1. Works great! Instructions are still the same as before really except for adding Forge 1.1.1 and some things to look out for.

[2011-11-02]
I have added the newest version of the World Save Converter, 1.5.2, to it's Downloads section. Several improvements and support for more formats.

* We need for people to please test it's new options for converting to and from the new Minecraft Extended Heights that the Fishtaco and DynamicHeight Mods use. The Converter will list these new Heights under the "Vanilla" drop-down. Please report any bugs, problems or Successes in Robinton's thread.

v 1.5.2World Save File Converter [ 2011-10-27 ] - Only use this version or newer for CC 1.5.2 and later. Supports CC Extended BlockID's format. Supports converting to and from Minecraft Extended Height format worlds (Linear chunks) [Not completely tested yet]. * It will also auto-copy those 3 files at the end of conversion (Fully automatic).

[2011-11-01]
The Cubic Chunks Mod for MC b1.8.1 has been updated to Test 5. Rivers have been returned to normal and new Default Terrain settings options have been included. The CubicChunksSettings file can now end in .txt for easier access. It can even be put directly into the minecraft.jar to replace the default, and you can also put one into a World Save folder to override the Default for that world. The 4096 BlockID Patch released for Test 4 can still be used for Test 5 if you wish to add that capability, but it is optional. Here is Robinton's announcement.

[2011-10-31]
Remember RMob? Well he's back to Trick or Treat! But just for tonight. Just Add the following 2 Patches to a fully Installed and Patched CC 1.5.3 T4, or to a copy of that minecraft.jar, and make sure to have some cookies ready! There is also a warning in Robinton's post.

* Please post any Videos or Pics of the Trick or Treat RMob in this thread so that we can all experience it.

** The info about how to customize the Terrain in the new version of the Cubic Chunks Mod has been updated in the post [ Here ].
- The location of this info will be moved into the OP's Terrain section soon.

[2011-10-30]
There are new needed Patches for the Cubic Chunks Mod v1.5.3x3 Test 4. You don't need to reinstall T4 or the 4096 Patch, just add these Patches: RenderGlobalFix, TreeAndAirFix, TickUpdateFix. Here is the current full list, in order of installation, of all files needed for the T4 build:

[2011-10-21]+ CC 1.5.3x2 Test 2 for Minecraft b1.8.1 is out! It needs Modloader and Forge 1.1.1 for now but several bugs fixed. ** A couple of BIG Bugs. Wait for next Test version.

[2011-10-18]
+ A new Patch for 1.5.2 Final. "BiomeTerrainModSettings.ini" is now "CubicChunksSettings.ini" and the copy in the Save folder overrides the Global copy in the .minecraft folder for that specific world. It's beneath the normal download for 1.5.2.

[2011-10-10]
+ CC 1.5.2 Final has been released! It will be the Last version for Minecraft b1.7.3. Download below.

* Notch has posted in a Reddit.com thread concerning adding the Cubic Chunks Height Mod to vanilla Minecraft. Please show your support for adding the option of greater height to Minecraft so Notch knows you want it! [ Go Here ] to join the conversation, and please vote Robinton's and my responses up so that he sees the community support.

If I wasn't so adverse to installing mods, I would get it. But I made sure I didn't install any mods till the API made it easier.

Also, thanks for including my thread

Sure no problem! Your thread is a fantastic example of what could be accomplished once the games vertical space has been raised. It has now been raised (Cubic Chunks), for SSP, but there is still work to be done.

Plus, your vision outlined in your thread will require a lot more separate work to be done and made compatible with the higher map, but now that there is a higher map those projects will be able to start developing! This must be an exciting time for you! And for us all.

Of course I understand wanting to wait a bit more until the source code for Minecraft officially opens for signed Developers. Especially for a project on the scale of yours. Plus; it gives Cubic Chunks a little more time to reach feature completion, such as SMP, nether and custom terrain.

In the mean time; the Cubic Chunks Mod has been updated again today as well has the World Save file Converter! We have great hopes for making the LittleBigPlanet World available for everyone as a Cubic World that they can finally play in a current version of Minecraft! [EDIT] This has now been done! Little Big Planet has been renamed to ModernCraft City and converted to a Cubic world and had it's HD textures & support mods all updated for Minecraft beta 1.7.3 !! Check it out and give nadine some appreciation on her world thread! [/EDIT]

btw: The OP for this thread is under massive revision at the moment so please come back later to check it out when it is more complete.

Oh man. Robinton has already released a partially merged version of the Cubic Chunks mod and the Phoenix Terrain Mod, in addition to the standalone release of CC. Only some of the features have been activated but enough in order to have some MAD fun doing wild stuff with the HUGE canvas that a Cubic Chunks world gives you. I can't wait to see the screen shots!

I'm releasing a partial merge of CC and BiomeTerrain. Half of the custom generation (most of the populate code) is disabled until I get around to re-writing it. *sigh*
Custom ore deposits, etc. are definitely disabled, but custom lakes, custom sea level, custom terrain randomness, and custom biome size should definitely work.

Also; nadine has released a new version of her EPIC Tall City map " ModernCraft City ", previously known as "Little Big Planet". It has been newly converted from ymod to Cubic Chunks and also updated for Minecraft 1.7.3 from 1.2_02 . This is an Epic Return folks, check it out!!

No problem! It's a subject that means a lot to me. I know I'm not the only one who's been wanting a Higher Minecraft world, but I'm certainly one of them.

Wow, it would sure be nice if they would eventually rebuild the Aetheron top of the [ Cubic Chunks Height Mod ]. Then the Aether realm could be a part of the normal world but just REALLY HIGH up in it. With a Cubic world you have 4096 vertical blocks! (-2048 to +2048), so actually MORE room for an Epic Aether Realm up in the sky!

Damnit, I've stayed up wayyy too late again playing with Cubic, heh heh. It's just a rush when you chisel down past y=0 or stack up above y =128!

I finally converted my main world over to cubic and it's been a ball! And let me tell you, pre-converting your world with Robinton's World Save Converter is the way to go! even on an ancient computer my vanilla was converted in less than a minute! And like I said elsewhere the other day, my framerate is actually consistently a little higher than before, and with Render=FAR on! My worries, from all the armchair naysayers in the past, of a larger vertical world slowing the game down to a halt have been completely obliterated! The couple people who reported a big framerate drop when trying this had not pre-converted their worlds. I don't know if there are any bugs doing it to them but if so then their computer must be very different than mine because the opposite happened for me.

Concerning feature priorities; I think adding mega-height to the nether should be one of the last things on the list. Don't get me wrong, it should be done! I just don't think it's nearly as high a priority as everything else so long as the normal nether still works fine, when the nether folder is copied over that is.

3D Chunks and 4096 levels, AND slightly higher framerate?!! What the F is notch waiting for?!!!!

All that being said; please remember that the Cubic Chunks height Mod is still very much in Development, or INDEV if you prefer. So even though it runs very smoothly in SSP; there are still certain to be bugs here and there like in anything, so please politely report them to Robinton in his thread as soon as possible so that he can get the bugs behind him and work on the remaining fun features like SMP support, compressed far away rendering, huge Nether, Terrain, other things and finally... Infinite Vertical space!

Wow, it would sure be nice if they would eventually rebuild the Aetheron top of the [ Cubic Chunks Height Mod ]. Then the Aether realm could be a part of the normal world but just REALLY HIGH up in it. With a Cubic world you have 4096 vertical blocks! (-2048 to +2048), so actually MORE room for an Epic Aether Realm up in the sky! :biggrin.gif:

just put the nether down on the bottom of the map and the aether flying high up in the sky!
:smile.gif:

just put the nether down on the bottom of the map and the aether flying high up in the sky!
:smile.gif:

it would be so epic

Exactly! I was just talking to someone in RL about that too, heh heh. There is Sooo much potential! Right now there are 48 levels of Lava at the bottom of, "Core" of, the Cubic Chunks world. :smile.gif: It would be cool if the Nether were on the other side of that, and if that deep layer of lava were full of Lava Leviathans swimming around! :biggrin.gif:

Wait until v1.27 drops later today before trying to go down that far though, it fixes a deep terrain issue.

Are block higher than +64 height are saved to the map so you can access it even on multiplayer?

SMP Multiplayer is not yet available for the Cubic Chunks Mod. But it will be! It is the next big feature that Robinton is coding into the Mod. :smile.gif: He thinks it might be another 4 weeks before the SMP version is ready. It sucks to wait but it will be worth it!

SMP Multiplayer is not yet available for the Cubic Chunks Mod. But it will be! It is the next big feature that Robinton is coding into the Mod. :smile.gif: He thinks it might be another 4 weeks before the SMP version is ready. It sucks to wait but it will be worth it!

This is a statement to make my position regarding Higher Worlds for Minecraft clear despite some of the people who are still spreading false information about Minecraft World Height modification to the detriment of the entire Minecraft community. One has even tried to take my desire for Higher Minecraft Worlds as meaning that I am a fan-boy. I am, not in the way he said, but in the following ways;

I am a "fan-boy" of Higher Worlds for Minecraft and have been since before the Cubic Chunks mod existed or I even knew about it. My Higher Worlds thread existed with information about ymod and how to still use it before I even knew about CC.

I am a "fanboy" of the 3D Chunks method because of how revolutionary it is. It really is incredible what it can do and how vastly better it is at what it does than the current Minecraft Method.

This might surprise the haters, but there are a LOT of people here that feel the same way about those things, and there will be many more once they know about those things and that they currently exist in a usable and still improving manner for the current version of minecraft.

I am doing what I can to inform people about the fact that a 3D Chunks method for a vastly higher & deeper Minecraft World NOW exists and is continuing to develop new features and optimizations, and that testers would be helpful for this continuing development.

Before I started telling people about the Cubic Chunks Mod almost no one knew about it and what it could do, even though it had been released for over a month! In fact, a couple days after I started announcing this mod and what it could do we suddenly see Markus mentioning or referring to Height modification after years of silence on the subject despite many requests and questions from many people to him for higher worlds during that time.

Everything I do in regards to this subject is in order to help insure the continued development of a proven and working 3D Chunks Height solution for Minecraft so that I and others can play it, (Mostly so I can play it :wink.gif: ) If the Mod existed as it does now and it was being developed by one of the haters, then it would be their name being referenced in my posts. Would that make me their fan-boy?

* This post is completely on Topic for my Thread. It helps those who are reading my Tutorials on this threads subject to understand the motivations of the person writing these tutorials.

You are like the apostle of Cubic Chunks :smile.gif: You are very earnest in your enthusiasm for CC which probably rubs some people the wrong way. Personally I'm glad you posted as it brought Cubic Chunks to my attention. Keep spreading the good word.